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class TurretWeapon extends Weapon native; simulated function onThirdPersonFireCount() { Super.onThirdPersonFireCount(); if (Mesh != None) PlayAnim(fireAnimation); } // Want to be in Held state initially so as the "equip" event will be correctly replicated. auto simulated state TurretHeld extends Held { } defaultproperties { ammoUsage = 0 animClass = class'EquippableAnimator' bFirstPersonUseTrace = false firstPersonOffset = (X=0,Y=20,Z=-18) } |
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